--- | Log | opened Mon Oct 20 00:00:00 2014 |
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01:30 | <supermop> | opening tons of dwgs in rhino and just saving them again to remove the autocad student version watermark... |
01:30 | <supermop> | i really need to go ahead and cough up for a current regular autocad |
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01:56 | <V453000> | xd you insane? |
01:56 | <V453000> | draftsight works moderately well |
01:56 | <V453000> | we use it at work as a replacement of autocad |
01:59 | <supermop> | i usually font have too much need for acad at home |
01:59 | <supermop> | but a 2011 student version is feeling way behind the times |
02:00 | <V453000> | hm |
02:00 | <supermop> | particularly as i haven't been able to consider myself a student by any stretch of the word since 2007 |
02:00 | <V453000> | what exactly do you need to do? just open dwgs and prepare them for import into 3D? |
02:00 | <supermop> | no this is all 2d work |
02:01 | <V453000> | aha I thought you import building projects XD |
02:01 | <supermop> | and i do linework much faster in acad than rhino |
02:01 | <V453000> | that is understandable I guess |
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02:02 | <supermop> | but as i need to create dwgs that others can open without propagating the student version watermark, i open and save it in rhino to strip out that particular metadata |
02:03 | <supermop> | my current freelance work is more urban planning focused so i am only concerned with the footprint of the house |
02:03 | <supermop> | run into the same issue with revit though |
02:03 | <V453000> | I see |
02:03 | <V453000> | well, autodesk is great but it is a bit expensive :d |
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02:04 | <V453000> | I wouldnt use 3ds max if I didnt have it at work either |
02:04 | <supermop> | i dont make nearly enough per year to write off an autocad purchase as business expense |
02:05 | <supermop> | i love rhino as in addition to great nurbs modelling and parametrics with grasshopper - their software is not too expensive |
02:05 | <supermop> | and if you are a student you can buy it cheap, and use forever |
02:05 | <supermop> | without it stamping your files |
02:05 | <V453000> | yeah |
02:06 | <supermop> | also when buying the student version you just mail a check to the guy who wrote/founded rhino |
02:06 | <supermop> | at least that was the case when i bought my copy |
02:08 | <V453000> | yeah |
02:08 | <V453000> | well our company has like 200 autocad licenses already so I guess 3 licenses of 3ds max was just a bit of extra from the autodesk resellers |
02:09 | <V453000> | I tried cinema4D and Blender, liked cinema a lot but it was just so different :D |
02:09 | <V453000> | not even talking about blender, that is totally another world |
02:14 | <supermop> | i never messed around with blender - i guess i should |
02:14 | <supermop> | but id need to reformat my resume then |
02:15 | <supermop> | i stupidly went with this super minimal design back in university |
02:15 | <supermop> | and have never bothered to redo it |
02:15 | <supermop> | so as i work more jobs and learn more i have to cram it into the same small space on the page |
02:16 | <supermop> | meanwhile there is like a 2.5" margin of whitespace on the left.... |
02:17 | <supermop> | there is probably a lesson in there as to why architects earn less than engineers... |
02:17 | <V453000> | :D |
02:18 | <V453000> | blender is great but I dont know how many 3rd party plugins are there for it yet |
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02:20 | <V453000> | and the controlling is so different that I didnt really have the energy to just randomly dig into it |
02:21 | <supermop> | yeah same |
02:21 | <supermop> | opened it one time, got confused |
02:21 | <supermop> | not worth learning unless i needed to |
02:22 | <supermop> | really cant be bothered to do any rigging for openttd though |
02:22 | <supermop> | id make models and hand them off to be textured, lighted, and rendered |
02:23 | <supermop> | not sure how compatible formats are though |
02:23 | <supermop> | but if someone had a big blender project and wanted modelling help |
02:23 | <V453000> | well it depends what you want to do obviously :) |
02:23 | <supermop> | i'd be cool with supplying 3dm files |
02:23 | <V453000> | I personally dont have the goal n1 as "create the newGRF" |
02:23 | <V453000> | my goal n1 is to learn stuff and enjoy doing it |
02:24 | <V453000> | creating the newgrf gives the enjoy doing it |
02:24 | <V453000> | since I enjoy doing characters etc, rigging robots and stuff is just one of the important things |
02:24 | <V453000> | especially if you intend to create buildings, there isnt much to rig on them anyway |
02:25 | <V453000> | I dont really know rhino but I believe exporting things through some .obj might somewhat work |
02:25 | <supermop> | yeah |
02:25 | <supermop> | i want to try making some stl files for shapeways too |
02:26 | <V453000> | stl? |
02:26 | <supermop> | i need to make a bracket for my hario hand grinder |
02:26 | <supermop> | stereolithography format seems to me what most 3d printers take |
02:27 | <V453000> | aha |
02:28 | <supermop> | that or make enough money freelancing to buy a more serious grinder |
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02:30 | <V453000> | mhm :) |
02:31 | <V453000> | btw peter1138 the anti-alpha nazi: I found a way to make my sprites on ground 100% precise :P |
02:31 | <V453000> | on all edges not just the front one |
02:32 | <@peter1138> | \o/ |
02:33 | <@peter1138> | It actually doesn't matter for your sprites because they're not ground sprites :p |
02:33 | <@peter1138> | But if they were it would. |
02:33 | <supermop> | how'd you do it? |
02:34 | <V453000> | yeah I know |
02:34 | <V453000> | supermop, yet another rendering in masks and stages |
02:35 | <V453000> | then putting it back together in postproduction |
02:35 | <V453000> | it doesnt probably matter much peter but I think it is still better to have it match |
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02:38 | <V453000> | and it could also output real groundsprites just as a side effect :P |
02:39 | <V453000> | not that making those is a lot of work regardless |
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02:47 | <@planetmaker> | moin |
02:48 | <V453000> | yo ifex |
02:50 | <@planetmaker> | :) |
02:51 | <@Rubidium> | yassou planetmaker |
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03:07 | <@peter1138> | V453000, http://fuzzle.org/~petern/ottd/alphayeah.png |
03:08 | <@peter1138> | red is where pixels aren't fully drawn |
03:08 | <V453000> | I know right :) |
03:08 | <@peter1138> | Except the lighthouse |
03:08 | <@peter1138> | This is a special version, it uses 8bpp colour 240. |
03:08 | <@peter1138> | FLASHING HELL |
03:09 | <V453000> | wont happen with my landscape :) |
03:09 | <@planetmaker> | hm :) |
03:10 | <@planetmaker> | got that patch for me, peter1138 ? :D |
03:10 | <@planetmaker> | might come in handy |
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03:20 | <@peter1138> | http://fuzzle.org/~petern/ottd/warnalpha.diff |
03:20 | <@peter1138> | Works by filling the drawpixelinfo area with colour 240, and then no drawing *any* pixels with alpha. |
03:20 | <@peter1138> | So don't use an antialiased font :p |
03:21 | <@planetmaker> | :) |
03:21 | <@peter1138> | Anything with AA edges looks weird, but yeah, it highlights the bad edges. |
03:21 | <@peter1138> | And indeed the holes in some buildings. |
03:23 | <@peter1138> | 32bpp-anim only as well, of course. |
03:23 | <@peter1138> | If you turn animation off I guess it will draw everything normally, heh. |
03:24 | <@planetmaker> | boring without animation :) |
03:24 | <@peter1138> | Ahh you still get the red, though now at clear. |
03:26 | <@peter1138> | ... |
03:26 | <@peter1138> | now at -> not as |
03:27 | <@peter1138> | Bah, zBase airports don't animate :( |
03:31 | <supermop> | pizza time |
03:31 | <@planetmaker> | water doesn't either |
03:32 | <@peter1138> | Hee |
03:32 | <V453000> | yeti will get some wtf alpha on the top everywher :P |
03:32 | <@peter1138> | Nope |
03:32 | <V453000> | wat |
03:33 | <@peter1138> | they're not ground sprites |
03:35 | <V453000> | ah right |
03:35 | <V453000> | you only check for the problem alpha |
03:36 | <@peter1138> | Yeah. |
03:36 | <@peter1138> | Something like that ;p |
03:36 | <@peter1138> | Basically it fills in an area to be drawn with colour 240. |
03:36 | <@peter1138> | Then draws the sprites on top, skipping anything with alpha != 255 |
03:37 | <@peter1138> | So the colour 240 "shows through" the gaps in the ground sprites. |
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05:22 | <@peter1138> | "I've tried 2048x1024 but its still to small for me." |
05:22 | <@peter1138> | hah |
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05:50 | <@peter1138> | Farthill... |
05:50 | <@peter1138> | Gotta love the town name generator. |
05:51 | <@peter1138> | Could do with an option for less towns on large maps though, I think. |
05:54 | <@peter1138> | Oh, there's an exact number, derr |
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06:55 | <@peter1138> | Hmm, how do I get the (approx) centre tile of the main viewport? |
06:57 | <Eddi|zuHause> | the viewport is aligned to the top left corner |
06:58 | <Eddi|zuHause> | so to get the center you need that reference point and the size of the viewport (plus zoom level) |
06:59 | <@planetmaker> | I'm actually pretty sure we have already a function which converts screen coordinates to tile coordinates |
07:00 | <@planetmaker> | which also takes into account the height of the tile(s) |
07:01 | <b_jonas> | yeah, you surely have such a function because I can control the game with the mouse |
07:05 | <@peter1138> | Yeah I was hoping there was some function that does it all already for something else :p |
07:06 | <@peter1138> | I can't even remember how to get the main viewport now :p |
07:11 | <Eddi|zuHause> | well, the least programmatical solution would be to click in the center of the screen with the ?-tool :p |
07:13 | <b_jonas> | that might not be the main viewport |
07:14 | <Eddi|zuHause> | but it may be an entry point into looking where the desired function is |
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08:09 | <andythenorth> | lo bob |
08:09 | <Pikka> | supward' |
08:10 | <andythenorth> | should fix those zeps |
08:10 | <andythenorth> | been making trucks |
08:10 | <andythenorth> | ‘crane truck’ or ‘low loader truck’ or something else? |
08:10 | <Pikka> | would it be inappropriate to point out to "baldy's boss" that he is a complete towering intellect? |
08:11 | <Pikka> | maybe just "low loader"? |
08:11 | <andythenorth> | Pikka: I take no opinion on forums :P |
08:11 | <andythenorth> | it’s a new thing I’m trying |
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08:12 | <Pikka> | it can work |
08:12 | <Pikka> | my internet experience has become immesurably better since I adblocked the comments section on youtube. :P |
08:12 | <Pikka> | immeasurably, too |
08:12 | <andythenorth> | you are not alone in that |
08:13 | <andythenorth> | I considered it |
08:13 | <andythenorth> | but I enjoy them too much |
08:13 | <andythenorth> | BBC News comments otoh, always a mistake to read |
08:13 | <andythenorth> | hmm |
08:13 | * | andythenorth just learnt some things about FIRS |
08:13 | <andythenorth> | http://www.tt-forums.net/viewtopic.php?p=1134184#p1134184 |
08:13 | <andythenorth> | how interesting |
08:15 | <@peter1138> | Sounds like a BAD FEATURE. |
08:16 | <andythenorth> | rm FIRS |
08:16 | <andythenorth> | hmm |
08:17 | <andythenorth> | why do people assume ottd devs troll? |
08:17 | <andythenorth> | afaict, the only people who troll are me and MB |
08:17 | <@peter1138> | W |
08:17 | <@peter1138> | Who assumes we troll? |
08:17 | <andythenorth> | people in forums |
08:17 | <andythenorth> | and stuff |
08:17 | <@peter1138> | But *who*? |
08:18 | <andythenorth> | http://www.tt-forums.net/viewtopic.php?p=1134191#p1134191 |
08:18 | <Pikka> | that petern guy trolls |
08:18 | <Pikka> | whoever he is |
08:19 | <@peter1138> | Yeah's a cunt |
08:19 | <@peter1138> | Also that guy's map looks ridiculous. |
08:19 | <Pikka> | you should tell him so |
08:19 | <Pikka> | but not in a trolly way. |
08:19 | <andythenorth> | trolling |
08:20 | <V453000> | hyhyhyhyhy |
08:20 | <Pikka> | v doesn't troll, he yetis. |
08:20 | <andythenorth> | v is just abusive |
08:20 | <andythenorth> | http://upload.wikimedia.org/wikipedia/commons/3/39/Trolling_illustration,_Historic_American_Engineering_Record.png |
08:20 | <andythenorth> | tolling |
08:20 | <Pikka> | it's like trolling but hairier. |
08:20 | <andythenorth> | trolling even |
08:22 | <V453000> | GG |
08:35 | <andythenorth> | is this a low-loader or a crane? http://donsdepot.donrossgroup.net/dr0101/wepl6.jpg |
08:35 | <@planetmaker> | man... if this wasn't so bloody expensive: http://www.amazon.de/Cuboro-111-cuboro-standard-Teile/dp/B0002W0RBI/ref=sr_1_4?ie=UTF8&qid=1413808391 |
08:35 | <@planetmaker> | swiss-made. swiss-priced :D |
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08:37 | <V453000> | :D |
08:40 | <@peter1138> | 4Kg... |
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09:18 | <__ln__> | http://www.youtube.com/watch?v=qT4RhTig_oM |
09:18 | <V453000> | andytherealistic |
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13:39 | <Wolf01> | hi hi |
13:43 | <@Alberth> | o/ |
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14:11 | <andythenorth> | bon |
14:11 | <andythenorth> | jour |
14:15 | <V453000> | andythenorth: having a diesel AND electric engine is quite a GOOD FEATURE |
14:15 | <andythenorth> | ? |
14:16 | <V453000> | no pathfinding borkening when you forget to electrify etc |
14:16 | <andythenorth> | BAD FEATURE |
14:16 | <V453000> | I likez it |
14:16 | <andythenorth> | bi-mode |
14:16 | <andythenorth> | RL has only 1000hp on the diesel |
14:16 | <V453000> | also iron hores is missing slow powerful trains :( |
14:16 | <andythenorth> | slow is boring |
14:16 | <V453000> | omfg it exists in RL |
14:16 | <andythenorth> | also it’s UK |
14:16 | <V453000> | slow is grate |
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14:20 | <@peter1138> | stip_v15.zip |
14:20 | <@peter1138> | (278.18 KiB) Not downloaded yet |
14:20 | <@peter1138> | that's kinda large :S |
14:23 | <@peter1138> | diesel / electric hybrids? |
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14:43 | <andythenorth> | V453000: slow would need low wagon speeds |
14:43 | <andythenorth> | boooooring |
14:43 | <V453000> | no slow just needs a powerful train which is slow |
14:43 | <V453000> | done |
14:43 | <V453000> | 10 000 hp, 120 kmh |
14:43 | <andythenorth> | why would you use it? |
14:43 | <V453000> | done |
14:43 | <andythenorth> | just use the faster one |
14:43 | <V453000> | long trains, short curves, extreme throughput |
14:44 | <V453000> | speed isnt nearly everything :P |
14:45 | <andythenorth> | well in another roster |
14:45 | <andythenorth> | we can have slow things |
14:47 | <V453000> | it just fits the idea of fast/medium/strong |
14:47 | <V453000> | atm screamer vs. double juice is solid competition |
14:47 | <V453000> | having something even slower but even faster would be nice addition |
14:47 | <V453000> | *even stronger (: |
14:48 | <andythenorth> | I think it would make Double Juice redundant |
14:48 | <andythenorth> | idea with IH is that there’s always one obvious choice… :) |
14:49 | <V453000> | one obvious choice is meh |
14:49 | <V453000> | 2-3 at least is fun :P |
14:49 | <V453000> | double juice would stay as it is :) |
14:49 | <andythenorth> | I don’t find choosing fun |
14:49 | <andythenorth> | building routes is fun |
14:49 | <andythenorth> | winning GS is fun |
14:49 | <V453000> | k :D |
14:49 | <V453000> | gs. |
14:50 | <andythenorth> | hmm there’s not always one obvious choice though |
14:50 | <andythenorth> | Raven vs. High Flyer |
14:51 | <andythenorth> | Electra vs. Northcock |
14:51 | <@peter1138> | you want powerful, fast or cheap. |
14:51 | <@peter1138> | cheap to run that is. |
14:52 | <andythenorth> | cheap is narrow gauge |
14:52 | <@peter1138> | meh |
14:52 | <andythenorth> | what’s cheap for? :) |
14:54 | <@peter1138> | for when there is not enough cargo to warrant fast or powerful |
14:56 | <andythenorth> | trucks! |
14:56 | <andythenorth> | :) |
14:57 | <andythenorth> | Alberth: having fun with mhl? :) |
14:57 | <@Alberth> | yeah, 12 high mountains :) |
14:57 | <@peter1138> | freight trains 50 |
14:58 | <andythenorth> | fwiw, I thought we’d get 32 levels |
14:58 | <andythenorth> | 255 is…..an excess :D |
14:58 | <@Alberth> | 11 is clearly not enough :p |
14:58 | <@peter1138> | it saves having a future of people pestering for more height levels and running non-vanilla servers... |
14:59 | <@peter1138> | Which is, I assume, the only reason we have 4096x4096 maps now. |
14:59 | <andythenorth> | squeaky wheel gets the grease |
14:59 | <@peter1138> | Though probably 8192 or 16384 will be "needed" soon. |
14:59 | <@Alberth> | you think that will stop people wanting 8192? |
15:00 | <@peter1138> | Ah well, at least they can continue complaining that a 20 year old game is using far too much CPU for some reason... |
15:00 | <andythenorth> | we should open source it |
15:00 | <andythenorth> | and let users make their own mods |
15:01 | <@peter1138> | Nah, everything should be possible via NewGRFs. |
15:01 | <andythenorth> | only if we make them xml |
15:02 | <andythenorth> | how do I do an if statement in xml? |
15:02 | <@peter1138> | ini file |
15:02 | <@peter1138> | Actually it would be json now, that's the latest thing I hear... |
15:02 | <andythenorth> | well |
15:02 | * | andythenorth considers it |
15:06 | <frosch123> | andythenorth: more than 32 levels makes somewhat sense if there is a gradient across the whole map |
15:07 | <frosch123> | i.e. no hills of size > 32, but north/south end difference of > 32 |
15:07 | <frosch123> | but i guess the map gen cannot handle that :p |
15:07 | <@peter1138> | Map gen needs love. |
15:07 | <frosch123> | we should extent the water/land edge setting to include some height levels |
15:08 | <@peter1138> | I should try porting that tectonic simulator. |
15:08 | <@Alberth> | 250 seems sufficient, I think |
15:08 | <@planetmaker> | really, frosch123 ? |
15:08 | <frosch123> | planetmaker: if in doubt, no :p |
15:08 | <frosch123> | but not sure what exactly you are refering to :) |
15:09 | <@planetmaker> | we rather need a pencil or brush which allows to lower or rise terrain in SE |
15:09 | <@planetmaker> | I referred to the need to set level on map borders |
15:09 | <frosch123> | se? who uses se? |
15:09 | <frosch123> | a mapgen is imho generally better than any se |
15:10 | <frosch123> | planetmaker: why not? "sea"/"plains"/"mountains" at border |
15:10 | <@planetmaker> | well, it's a vicious circle, too. Using SE is tedious as it's not loved. And vice versa :) |
15:11 | <andythenorth> | map gen needs love |
15:11 | <frosch123> | planetmaker: when playing widelands, not having a nice mapgen is the most tedious thing |
15:11 | <@planetmaker> | frosch123, 'free style' certainly is the setting you refer to as 'mountains'. |
15:12 | <frosch123> | there is something of a half mapgen within the se, but it needs a lot of hand crafting afterwards |
15:12 | <@planetmaker> | But I also agree: I usually only use random map and I'm happy latest after a few tries |
15:12 | <frosch123> | planetmaker: "free style" is too free :p i want to choose between level 0 (sea), 1 - 50, 50-100, 100-150 |
15:13 | <frosch123> | so i can request a gradient across the whole map |
15:13 | <frosch123> | instead of homogenous mountains with same height |
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15:13 | <frosch123> | something like variety distribution, just different :p |
15:16 | <@planetmaker> | :) |
15:17 | <andythenorth> | between variety distribution and the type |
15:17 | <andythenorth> | I’m baffled |
15:18 | <andythenorth> | can we replace both with some better presets? |
15:18 | <andythenorth> | baked in heightmaps :P |
15:21 | <@peter1138> | Just make it flat, that seems most popular on MP :( |
15:22 | <@peter1138> | I want flat bits, I want smooth bits, I want rough bits that are high up and don't make millions of pointless lakes. |
15:23 | <andythenorth> | I want rivers making valleys :P |
15:23 | <@peter1138> | Sure. |
15:24 | <andythenorth> | and a rabbit in a hat |
15:24 | <andythenorth> | and an 8 track |
15:24 | <andythenorth> | and a girl, I would call her |
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15:27 | <@Belugas> | and i beer, i would called right away |
15:27 | <andythenorth> | lo Belugas :) |
15:27 | <@Rubidium> | Freudian slip of the tongue? |
15:28 | <@Rubidium> | actually... Belugas, I've been talking about you a bit today about how Brittish is apparantly hard for Northern-Americans |
15:28 | <@Belugas> | and an andy, I would call "waving Hello Andy" ;) |
15:28 | <@Belugas> | hello sir Rubidium :) |
15:28 | <@Belugas> | yes yes yes it is hard sometimes :) |
15:29 | <@Belugas> | as hard it can be for let say glx and I to understand each other ;) |
15:29 | <@Belugas> | i don't know, it might be related to the intonations, the speed... |
15:30 | <@Belugas> | I know I cannot listen to a british tv show if it's not AT LEAST with subtitles |
15:30 | <+glx> | the words too ;) |
15:30 | <andythenorth> | I dunno |
15:30 | <@Belugas> | that too yes hahaha |
15:30 | <andythenorth> | always sense we are talking |
15:32 | <@Belugas> | heu.... what?? |
15:33 | <liq3> | V453000: BDMT has no purpose atm in YETI |
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15:33 | <@Rubidium> | don't forget idioms and such |
15:33 | <V453000> | how come liq3 |
15:33 | <@Rubidium> | "living at her majesty's pleasure" |
15:34 | <liq3> | no reason to use it over food. Can just grow town so large you never cap out. |
15:34 | <V453000> | sure |
15:34 | <V453000> | but can easily get double the amount |
15:34 | <liq3> | ? |
15:34 | <andythenorth> | hmm |
15:34 | <V453000> | bdmt doubles the cap |
15:34 | <andythenorth> | what’s that thing pikka says? |
15:34 | <V453000> | "cap" |
15:34 | <andythenorth> | the 100% fallacy in sim games |
15:34 | <V453000> | bdmt simply doubles the effectiveness of food |
15:35 | <liq3> | the cap doesn't matter tho. :P |
15:35 | <liq3> | Grow town to say, 200k pop. |
15:35 | <V453000> | yes |
15:35 | <V453000> | for food you get 20%, for food AND BDMT you get more than 40% |
15:35 | <andythenorth> | less optimising, more playing |
15:35 | <V453000> | but BDMT is only 20% of food |
15:35 | <V453000> | which is quite efficient I would say |
15:36 | <V453000> | not to mention that with reasonably slow town growth it obviously is more important |
15:36 | <andythenorth> | hmm |
15:36 | * | andythenorth ponders |
15:37 | <liq3> | V453000: your help documents don't clearly explain how BDMT and food work. |
15:38 | <V453000> | Providing food will give you a production bonus. To motivate YETI dudes to work for you, you need to provide 1 crate of food for every 5 inhabitants in the town. You will get up to 20% of the population working for you every month with enough food. Providing both food and building materials will give you an even bigger boost. Provide food as described above and 1 unit of building materials for every 5 houses to get an additional 20% of the |
15:38 | <V453000> | ? |
15:38 | <V453000> | what is unclear |
15:38 | <liq3> | oh nevermind. |
15:38 | <andythenorth> | hmm |
15:38 | <andythenorth> | is it perverse? |
15:39 | <andythenorth> | “Less optimising, more playing”, but I always use GS... |
15:39 | <liq3> | V453000: so if I understand this right, BDMT is far more efficient to get YETIs than food? |
15:40 | <V453000> | yes but BDMT wont even be processed if you dont supply food |
15:40 | <liq3> | ok. |
15:40 | <liq3> | I misunderstood then. I take back everything I said. :D sorry. |
15:40 | <V453000> | :D :) |
15:40 | <V453000> | glad you understand now :P |
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15:40 | <liq3> | now to get BDMT set up in my game... |
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15:41 | <V453000> | XD |
15:41 | <liq3> | Got a worker yard that was recieving 2,500 food, but no bdmt. thought it was pointless. |
15:42 | <liq3> | Network is so congested atm. Overflows don't work properly. :( |
15:42 | <andythenorth> | complicated industry sets :( |
15:42 | <V453000> | XD |
15:43 | <andythenorth> | V453000: RV set? http://www.brothers-brick.com/2014/10/19/hauling-freight-the-lunar-way/ |
15:43 | <liq3> | Gotta stop new trains joining the network if there's already trains around.... |
15:43 | <V453000> | (: |
15:44 | <liq3> | hrm. I could do this with logic gates and a priority. |
15:44 | <@peter1138> | Heh, remember all that talk about a lego base set? :p |
15:44 | <@peter1138> | TrueBrain? :P |
15:44 | <andythenorth> | I even saw renders |
15:44 | <andythenorth> | would be crappy though |
15:44 | <andythenorth> | if we wanted Lego, we should at least make things editable in game |
15:45 | <andythenorth> | build your own train etc |
15:45 | <andythenorth> | voxels! |
15:45 | <frosch123> | cubicles |
15:45 | <frosch123> | please stick to the vocabulary in this channel |
15:45 | <andythenorth> | cubicles are where Dilbert works |
15:45 | <andythenorth> | is there an approved vocabulary? |
15:45 | <andythenorth> | can I download it? |
15:46 | <andythenorth> | maybe in xml? |
15:46 | <@peter1138> | http://www.tt-forums.net/viewtopic.php?f=26&t=59710 |
15:46 | <frosch123> | yes, "undo knobs" and "cubicels" |
15:46 | <@planetmaker> | wasn't it voxels? |
15:46 | <@planetmaker> | probably both was used interchangeably :P |
15:48 | <andythenorth> | where is cat? |
15:48 | <@peter1138> | cubicles |
15:49 | <@peter1138> | qubicle |
15:49 | <@peter1138> | http://www.minddesk.com/ |
15:49 | <@peter1138> | "Easily Craft Your Own World In 3D" |
15:49 | <@peter1138> | So not geared as a tool for other things now, just harnessing the lure of Minecraft creative mode... |
15:51 | <andythenorth> | oh they made blocky roads with it |
15:51 | <andythenorth> | https://lh3.ggpht.com/P6ucJyVOWpuE6vDyVWEcD--2MFJ3qXiYkuEFYViFkIbpSUC4cOfH3U98akw440_6udI=h900 |
15:51 | <andythenorth> | blocky roads is the reason I mention voxels at all seriously |
15:52 | <andythenorth> | most of the other stuff looks like shit to me |
15:53 | <andythenorth> | then again, blocky roads looks like TTD palette :P |
15:53 | <andythenorth> | so bias |
15:53 | <andythenorth> | you build your own cars too https://lh5.ggpht.com/6XL0pQ_Mcx13l32R-Vpa_bYpG1POqEta2dkr523OALapxhq8tah-jb3FDZCHHeGFCQ=h900 |
15:54 | <andythenorth> | OTTD could look like this? o_O http://cdn.cultofmac.com/wp-content/uploads/2013/11/Blocky-Roads-01.jpg |
15:55 | <andythenorth> | tropic, also notice signs http://wpuploads.appadvice.com/wp-content/uploads/2013/11/D97090A8-D195-442A-A789-92C90D2E53B0.jpg |
15:56 | <frosch123> | is there a movie, where a tablet bites the finger when tapped? |
15:56 | <frosch123> | or just swalllows the whole hand? |
15:56 | <Wolf01> | try japanese ones |
15:56 | <andythenorth> | arctic http://a3.mzstatic.com/us/r30/Purple6/v4/46/17/68/4617687e-4670-7cb7-94b4-cc87443180da/screen800x800.jpeg |
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16:08 | * | andythenorth breaks all the things |
16:12 | <frosch123> | night |
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16:23 | <iamtakingiteasy> | hello, is it possible to reduce number (density?) of trees around cities on tropical maps? |
16:24 | <iamtakingiteasy> | i see it is possible to turn them off completly, but thats not quite what i want |
16:24 | <iamtakingiteasy> | is there any control over tree population? |
16:26 | <@planetmaker> | you could found a wood chopper industry |
16:26 | <@planetmaker> | they cut trees quite effectively |
16:26 | <iamtakingiteasy> | right after map genration? |
16:27 | <@peter1138> | Use original tree algorithm. |
16:27 | <@peter1138> | There'll be less trees. |
16:27 | <iamtakingiteasy> | i have tried setting tree_placer = 1, not much change, they're still too dense |
16:28 | <iamtakingiteasy> | and zero is just turns them off completly |
16:28 | <Wolf01> | 'night |
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16:35 | <@peter1138> | http://i.imgur.com/uNCTzPO.jpg < such excitement |
16:37 | <andythenorth> | is not icy near rivers? o_O |
16:38 | <andythenorth> | is straight railroads? |
16:38 | * | andythenorth plays ‘guess the excitement' |
16:39 | <@peter1138> | I guess the rivers are at slightly lower height. |
16:39 | <@peter1138> | Mostly. |
16:39 | <andythenorth> | hmm one view fixed |
16:39 | <andythenorth> | 24 to go |
16:39 | * | andythenorth is upgrading a user interface :P |
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16:48 | * | alex6 slaps berndj around a bit with a large fishbot |
16:48 | <@peter1138> | Useful. |
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17:00 | <andythenorth> | was it? |
17:01 | <andythenorth> | Supercheese: you could have just said BAD FEATURE :P |
17:01 | <andythenorth> | no need to show off |
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17:33 | <andythenorth> | bed |
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19:09 | <argoneus> | good night train friends |
19:11 | <supermop> | later |
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20:49 | <supermop> | hi |
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--- | Log | closed Tue Oct 21 00:00:01 2014 |